Pathfinder version of D'ni


Conversions


So, i was wondering...
What would a character of Atrus or Yeesha from Myst game-series be at Golarion or just using the Pathfinder system?

The first idea that come to mind is the scribing type of bards
On second thouth maybe Oracle with Lore mystery...
Any suggestions?


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LirkaTrend wrote:

So, i was wondering...

What would a character of Atrus or Yeesha from Myst game-series be at Golarion or just using the Pathfinder system?

The first idea that come to mind is the scribing type of bards
On second thouth maybe Oracle with Lore mystery...
Any suggestions?

The Pathfinder Chronicler prestige class from the Core Rulebook:

- Bonuses to Knowledge skills as well as Linguistics and Profession (scribe).
- Extra saving throws (characters in the series are always needing Reflex, Fortitude, and Will saves - there's madness, fire, dangerous terrain, and diseases all over the books in particular)
- They inspire other people with their speeches and, unlike bards, even with their writings!
- To get into the prestige class, you need to write a great book.

Bards are probably the best class to level in before you hit level 5-6 (when you can get into the prestige class), but there's lots of options. I'd go with the Mysterious Stranger Gunslinger
- Guns (or gun-like objects) aren't uncommon in the D'ni-verse.
- The Mysterious Stranger uses CHA as their main stat, which is the same that Pathfinder Chroniclers use for a couple of their abilities. Of course, Pathfinder Chroniclers don't seem to need a lot of charisma, so a regular Gunslinger (which uses Wisdom - a fitting stat for some of those characters... not so much for others) would also be fine.
- It's a non-magical but clever and resourceful (good saving throws, high Dexterity, targets touch AC) adventurer which uses technology to their advantage.

The main thing you're missing that would be really thematically fitting is Disable Device as a class skill - but there's at least one trait which can get you that.


Damir wrote:


The Pathfinder Chronicler prestige class from the Core Rulebook:
- Bonuses to Knowledge skills as well as Linguistics and Profession (scribe).
- Extra saving throws (characters in the series are always needing Reflex, Fortitude, and Will saves - there's madness, fire, dangerous terrain, and diseases all over the books in particular)
- They inspire other people with their speeches and, unlike bards, even with their writings!
- To get into the prestige class, you need to write a great book.

Bards are probably the best class to level in before you hit level 5-6 (when you can get into the prestige class), but there's lots of options. I'd go with the Mysterious Stranger Gunslinger
- Guns (or gun-like objects) aren't uncommon in the D'ni-verse.
- The Mysterious Stranger uses CHA as their main stat, which is the same that Pathfinder Chroniclers use for a couple of their abilities. Of course, Pathfinder Chroniclers don't seem to need a lot of charisma, so a regular Gunslinger (which uses Wisdom - a fitting stat for some of those characters... not so much for others) would also be fine.
- It's a non-magical but clever and resourceful (good saving throws, high Dexterity, targets touch AC) adventurer which uses technology to their advantage.

The main thing you're missing that would be really thematically fitting is Disable Device as a class skill - but there's at least one trait which can get you that.

Wow!

And to think, that the solution was THAT easy... Oo

Well to solve the problem with the technical feats,
I suppose one can use something like a d'ni racial template, or just enhance core human race giving him something like an "amature tinker / amature technican" racial trait...
And to show the d'ni high versatality one could use instead of "+2 to atribute" something like "+1 to 2 attributes"
That I think would make them idea of advanced human-aliens taste and not so godlike as azlanti were in core rules


1 person marked this as a favorite.
LirkaTrend wrote:


Wow!
And to think, that the solution was THAT easy... Oo

Well to solve the problem with the technical feats,
I suppose one can use something like a d'ni racial template, or just enhance core human race giving him something like an "amature tinker / amature technican" racial trait...
And to show the d'ni high versatality one could use instead of "+2 to atribute" something like "+1 to 2 attributes"
That I think would make them idea of advanced human-aliens taste and not so godlike as azlanti were in core rules

I don't think the D'ni are depicted as that much more versatile than humans (especially when compared to how humans are portrayed as the jack of all trades among fantasy races - if anything, the D'ni are less versatile, as they tend to be stuck in their ways). For a D'ni race, I'd go with:


  • Humanoid (D'ni)
  • Medium sized.
  • 30 ft speed.
  • +2 to one ability score.
  • Skilled: D'ni gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages: D'ni begin speaking D'ni and Common. They can start with any languages they like (except secret languages, like Druidic) if they have a high enough INT modifier.
  • Low-light vision
  • Light sensitivity
  • Focused Study: D'ni gain Skill Focus in one skill as a bonus feat at 1st, 8th, and 16th level.
  • D'ni Engineering: D'ni treat Disable Device and Knowledge (engineering) as class skills. They gain a +2 bonus to all Craft and Profession checks related to stone.
  • Cavern Dweller: D'ni treat all non-magical difficult terrain as normal terrain when underground.

Alternate traits:

  • Xenophobic: These D'ni begin only speaking D'ni. They gain no extra starting languages from high INT. In addition, they gain a language for every two ranks they put into Linguistics, instead of every one. In exchange, they gain a +1 bonus against mind-affecting effects (except for fear). This replaces their normal languages.
  • Surface Born: These D'ni lose the Light Sensitivity and Cavern Dweller traits.
  • Magical Linguist: These D'ni gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the user's character level. This replaces the bonus Skill Focus feats at 8th and 16th level.

All in all it's a couple of race points more than a human, with a couple extra benefits, but not universally better (and most of the benefits are fairly minor).

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